SKILLCHIPS FOR SILHOUETTE CYBERPUNK
Skillchip | Cost/Lvl | Type | Avail | Notes/Effects |
Advanced Weapons | 400 | APTR | 5 | Lasers, Particle Accelerators, Railguns |
Ambush (Specific) | 300 | MRAM | 4 | Traps, Ambush, Terrain (2-5x depending on specific terrain type. Urban is cheap, arctic and underwater aren't), etc. |
Archery | 300 | APTR | 1 | |
Area Knowledge | 150 | MRAM | 1 | Local Navigation. Cost varies by location. |
Athletics (Specific) | Varies | APTR | Varies | Specific sport, activity, etc. |
Bureaucracy (Specific) | 200 | MRAM | 2 | Corporate, Military, etc. |
Business (Accounting) | 150 | MRAM | 1 | |
Business (General) | 400 | MRAM | 1 | |
Business (Management) | 300 | MRAM | 2 | |
Business (Stock Market) | 300 | MRAM | 2 | |
Camouflage (Specific) | 300 | MRAM | 3 | Specific Terrain types: Jungle, Desert, Naval, Space, etc. |
Communications | 300 | MRAM | 2 | General, Cryptography, etc. |
Computer (Basic) | 200 | MRAM | 1 | Basic computer skills |
Computer (Programming) | 300 | MRAM | 2 | |
Computer (Security) | 600 | MRAM | 4 | Computer Security & Hacking |
Cooking | 150 | MRAM | 1 | |
Dance (Specific) | 150 | APTR | 1 | Modern, Tribal, Ballroom, etc. |
Demolitions | 300 | MRAM | 4 | Also Demolitions (EOD) available. |
Disguise | 150 | MRAM | 3 | |
Drive (Specific) | 150 | APTR | 1 | Vehicle groups such as motorcycles, cars, tanks, etc. |
Electronic Warfare (EW) | 400 | MRAM | 4 | Using ECM/ECCM equipment |
Electronic Warfare (Sensors) | 300 | MRAM | 3 | Using Sensory equipment (Radar, Sonar, etc.) |
Electronics (Repair) | 150 | MRAM | 1 | |
Electronics (Security Systems) | 250 | MRAM | 4 | Knowledge of Electronic security measures and countermeasures. |
Etiquette (Specific) | 200 | MRAM | 1 | Military, Feudal, Regional |
First Aid | 150 | MRAM | 1 | |
Forgery (Specific) | 200 | MRAM | 3 | Specific groups: Electronic, Written, Art, Counterfeiting, etc |
Gunnery (Specific) | 200 | MRAM | 3 | Groups such as Aircraft, Naval, Exo, Strider, Ground, Space |
Hand-to-Hand (Specific) | 200 | APTR | 2 | Karate, Judo, Capoeira |
Heavy Weapons | 400 | APTR | 4 | Machineguns, Grenade Launchers, etc. |
Language (Specific) | Varies | MRAM | Varies | Specific language skillchip. Cost and availability vary based on language, area, accent, etc. |
Life Science (Biology) | 150 | MRAM | 1 | |
Life Science (Botany) | 150 | MRAM | 1 | |
Life Science (Zoology) | 150 | MRAM | 1 | |
Mechanics (Aircraft) | 250 | MRAM | 2 | Fixed-wing aircraft repair/maintenance |
Mechanics (AV) | 300 | MRAM | 2 | Repair/Maintenance of Aerodyne Vehicles (AVs) |
Mechanics (Basic) | 200 | MRAM | 1 | Basic Repair |
Mechanics (Gunsmith) | 350 | MRAM | 3 | Weaponry maintenance, repairs, and modification. |
Mechanics (Helicopter) | 300 | MRAM | 2 | Rotary-wing aircraft repair/maintenance |
Medical (Cybertech) | 400 | MRAM | 3 | Repair/Maintenance of cybernetic equipment, basic implantation knowledge |
Medical (Pharmaceutical) | 400 | MRAM | 4 | Identify, produce, tailor, etc pharmaceuticals |
Melee (Specific) | 250 | APTR | 2 | Specific weapon groups such as Knives, Swords, Blunt weapons, Entangling Weapons, etc. |
Music (Specific Instrument) | 150 | APTR | 1 | |
Navigation (Specific) | 200 | MRAM | 2 | Jungle, Desert, Naval, Space, etc. |
Parachuting | 300 | APTR | 2 | |
Personal Grooming | 100 | MRAM | 1 | |
Physical Science (Chemistry) | 150 | MRAM | 1 | |
Physical Science (Geology) | 150 | MRAM | 1 | |
Physical Science (Mathematics) | 200 | MRAM | 1 | |
Physical Science (Physics) | 200 | MRAM | 1 | |
Pilot (AV) | 350 | APTR | 2 | |
Pilot (Dirigible) | 300 | APTR | 2 | |
Pilot (Exo) | 350 | APTR | 2 | Usually for specific models (200/lvl) or control types (350/lvl). |
Pilot (Fixed Wing) | 300 | APTR | 2 | |
Pilot (Helicopter) | 300 | APTR | 2 | |
Pilot (Naval) | 250 | MRAM | 1 | |
Pilot (Strider) | 350 | APTR | 2 | |
Sleight-of-Hand | 200 | APTR | 2 | |
Small Arms (Specific) | 300 | APTR | 2 | Specific group: Handguns, Rifles, SMGs, Shotguns |
Social Science (Anthropology) | 150 | MRAM | 1 | |
Social Science (History) | 150 | MRAM | 1 | |
Swimming | 100 | APTR | 1 | |
Swimming (NUSCUBA/Deep Diving) |
350 | APTR | 3 | Specialized chipware for NUSCUBA and other deep diving operations and equipment |
Swimming: SCUBA | 150 | APTR | 2 | SCUBA diving skills-on-silicon (SOS) |
Tourist Chip | 750 | MRAM | 2 | Gives Level 1 Language, Etiquette, Area Knowledge. May vary based on region, programmed "quirks," and travel-agent package discounts |
Wardrobe & Style | 100 | MRAM | 1 | Like Grooming, but adds +1 to Influence results. |
Wilderness Survival (Specific) | 200+ | MRAM | 2 | Specific terrain/region: Desert, Jungle, Arctic. Price may vary based on terrain. |
Notes on Chipware:
Skillchips, also called
Chipware, can be purchased at three different levels, granting
different levels of aptitude at the skill. MRAM chipware can be
used immediately upon insertion, whereas APTR chips require a
"warming up" period to adjust to the user's physiology,
as well as the user becoming more practiced with the chip's
contents. The character's attributes are always applied to the
skill roll, as with normal skills. It is important to note that
Chipware is extremely limited when compared to the real skill:
chipware's only as good as the programming, and is completely
unadaptable -- the real skill allows you to improvise while the
skillchip can't. Additionally, while a skillchip is in use, it
overrides all existing skill (with respect to a given
specialization, if listed) completely -- Having a Level 3
skillchip in Small Arms (Handguns) won't help you if you've
already got a Level 2 (or 3) Small Arms skill. Lastly, while a
skill chip is in use, you don't learn the skill at all --
The GM should not award any experience towards the skill, and
disallow the expenditure of XPs towards any chipped skill (while
it's in use).
Skillchip Levels:
Skillchips are available in 3
levels, of which only the highest-grade is comparable to a Level
1 skill. Level 1 Skillchips roll 1d6-2 (minimum of 1 on a
non-fumble). Level 2 chips roll 1d6-1, and Level 3 chips roll
1d6. The minimum die result is a 1, so long as the roll wasn't a
fumble (natural roll of 1).
Level | Dieroll |
1 | 1d6-2 |
2 | 1d6-1 |
3 | 1d6 |
Minimum result is a 1 (not including fumbles). A natural roll of 1 is still a fumble. |